- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
I do believe i understand why you want to stay away from you Ngons and triangles ACCEPT its never been exactly ever been stated to me why, at least that I remember .I guess there is probably lots of post's about this, though I have scoured the forums around and about. I couldn't find exactly the question I am trying to get. I am modelling a space ship, at some corners i get triangles(like were i have target welded my vertical quads to horizontal quads. making a 45). Is this still considered bad? or is it OK if I cut across the corresponding square adding a vertex in the middle of the hypotenuse side of the right angle triangle?
from what I have gathered and from a few things I've made in 3D the triangles make it ****ed up to pull things apart during your UV wrap. Is that the general idea of why you stay away form them? also if that is the case is it because of the automatic systems to actually seam your models get messed up on the Ngons and triangles, least in one model i made had a bunch and it basically came down to by hand redoing the entire seam job since it split is it weird spots causing jagged splices OBVIOUSLY not clean at all. So now I am starting over on my space ship since obviously my topology is ****ered. I should just do a better job from what I have learned. Well whats so bad and about a fresh start right!. I just don't want to have these issues again and a little more insight into propels setting up things to stay away from the triangles and to use quads in the corners. AS for this triangle with the 4th vertex i have been using as well to move along x-axis making a nicer corner.
that is why I think its OK to have TECHNICALLY a four sided triangle. or a flat sided square LOL. It just looks like a triangle to me and i was curious to know were the line explicitly is drawn.
thanks for you time!
Solved! Go to Solution.